I've tried to get Footstep surface effect audio to work with Master Audio integration, but the enemy can't hear the player's footsteps anymore. Do I need to implement my own WithinHearingRange method which is used by CanHearObjects action?
Thanks!
I ran into the exact same problem and haven't test it with a basic scene yet.
But I think it's because m_Brain.ActiveVirtualCamera is null in ChangeViewType method of CinemachineViewType class.
Please see the red lines, m_Brain.ActiveVirtualCamera is used before the null check later.
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In the Behavior Tree, when I want the player die right away, I use the Invoke Method node to call Die method, and then use Damage node to reduce character's health to 0. I use Die first because I need to activate Ragdoll after the character died.
But I think the Invoke Method (Die) node...
I encountered the same problem. I reset the layers of each child GameObject of the character that uses Ragdoll according to Nolan in the sample scene, then everything works perfectly.
I did more test on this problem. I found I only need to adjust two parameters to avoid this problem.
First, increase Motor Rotation Speed. Some movement types (like Third Person Adventure) need a turning radius to make a turn. If the AI Agent happens to be standing on the platform edge, it...
when I move SetDestination to the Update loop, the regular NavMeshAgent has the problem too!
void Update()
{
_navMeshAgent.SetDestination(_target.position);
}
So, I guess the problems is related to how the seek action or SetDestination method is executed. Then I changed back to the...
I tried a regular NavMeshAgent and it works fine. Thanks for the quick reply!
using UnityEngine;
using UnityEngine.AI;
public class NavTest : MonoBehaviour
{
[SerializeField] Transform _target;
NavMeshAgent _navMeshAgent;
void Start()
{
_navMeshAgent =...
I have trouble with AI agent character seeking target. I tried to reproduce it with this simple scene:
capsule: UCC generic character, Third Person Movement, with Behavior Tree and Nav Mesh Agent.
green ball: target Game Object
orange platform: navigation static game object, walkable, no...